Use mipmap streaming to limit the size of textures in GPU memory.
For each texture in the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary view, Unity automatically calculates and loads mipmap levels only up to a specific level, instead of loading all of them. This means that Unity only transfers some mipmap levels per texture from disk to the CPU and the GPU.
Unity calculates which mipmap levels to load from the meshes that display a texture, their UV layouts, and each camera’s position and settings. It gets these meshes from Mesh FilterA mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen. More info
See in Glossary or Skinned Mesh Renderer components, so only objects with one of these components contribute to this calculation. When a texture appears on multiple objects at once, Unity loads the highest resolution that any of those objects needs.
If the textures Unity needs don’t all fit within the memory limit you set, Unity loads lower-resolution mipmap levels for some of the textures. If there is spare memory within the limit, Unity keeps higher-resolution mipmap levels loaded, so a texture might remain loaded at a higher resolution than the current view needs. For more information about setting a memory limit, refer to Configure mipmap streaming.
_ST property for texture tiling and offset. For more information about the _ST property, refer to Accessing shader properties in Cg/HLSL.